Fine Tuning Update - November - Update Notes

MissMurderMissMurder Posts: 1,429
edited November 2015 in The Vault
While the Containment War Event rages on until the end of the month, we're digging in for another round of tweaks and fixes in this month's Fine Tuning Update. Put your bullet-point vest on and enjoy!

DOME CHANGES
With our brand new double-domed Objective map now in the wild, we've been monitoring the firefights and have made some adjustments. The biggest of these is to reduce defender bias on the first Objective by improving Jackal's tactical options.

Red Courtyard Generator
To make it easier for Jackal to destroy the generator, the building above it has been removed to give Mercs with air support abilities a better chance to destroy it. The railings in front of the generator have also been collapsed, to allow for cleaner combat between Jackal's Mercs near the generator and CDA's on the lower ground.
FrloqTD.jpg

Brewery Side MG
The MG nest in front of the brewery area has been raised onto a platform, giving Jackal a greater coverage of the CDA's entrances to the Solar Station. When Jackal have pushed into the solar station, they now have a stronger tactical option for locking down the area and allowing their teammates to deliver the objective.
rkAWoW0.jpg

Other changes include:

• Made trick jump on ‘Red Corner’ easier to perform, adding an entrance to the adjacent building immediately after the jump, and widening the exit
• Moved crates on ‘Red Corner’ to provide more room in the corridor leading to the generator
• Replaced the walljump above the ‘Red Courtyard’ generator with double wall jump and removed excess panels
• Flipped the staircase leading up to the high platform overlooking the solar station
• Altered the trick jump across the brewery allowing for less complex jumps from the generator’s side, and raised the generator slightly
• Added broken wall to offer better spawn protection leading out of the forward route from Jackal’s initial spawn
• Made pipe and van trick jumps up to the rooftop between the Pylons more forgiving, making it easier to move between them

BALANCE CHANGES

General Gameplay

• Added forgiveness window to Burst-Fire rifles, allowing players to press fire up to 133ms early and still fire the next burst at the correct time
• This will make the Burst-Fire rifles feel a lot more consistent, and make attaining maximum fire rate considerably easier
• Increased existing forgiveness window with semi-automatic weapons, allowing players to press fire up to 133ms early and still fire the next round (from 100ms)
• Reduced explosive push amounts by up to 20%
• This brings explosive push amounts back to pre-Containment War update levels
• Increased XP for giving Ammo to 15xp per magazine supplied (from 10xp)

Nader
• Increased Grenade Launcher grenade explosive radius by ~7%

Phoenix
• Switching weapon with a charged Healing Pulse will now trigger the Healing Pulse

Redeye
• Increased Smoke Grenade radius by ~13%
• Increased Smoke Grenade duration to 12s (from 10s)
• Increased amount of explosive damage it takes to disperse a Smoke Grenade to 225 (from 200)
• Reduced Smoke Grenade cooldown to 25s (from 30s)
• Increased maximum IR Goggle active duration to 13s (from 9s)
• Increased IR Goggle Spotted duration to 4s from 3s
• Increased XP for Spotting players to 20xp (from 10xp)
• Increased XP for a Spotted Assist to 70xp (from 50xp)
• Increased XP for throwing a Smoke Grenade to 30xp (from 15xp)
• Fixed bug where Enemy Health could sometimes be seen through Smoke
• Fixed bug where Smoke would sometimes not cover the screen when standing inside it

Stoker
• Cancelling a Molotov throw now only drains 10% cooldown (from 25%)

Vassili
• Increased XP for Spotting players to 20xp (from 10xp)
• Increased XP for a Spotted Assist to 70xp (from 50xp)
• Increased XP for throwing a Heartbeat Sensor to 20xp (from 15xp)

Blishlok SMG
• Reduced the amount of kick in the sighted firing animation

Dreiss AR
• Reduced maximum bullet spread by ~10%

Hochfir SMG
• Reduced maximum spread by ~2.5%
• Reduced reload time to 1.7s (from 1.8s)
• Increased effective range to 18m (from 17m)

Hollunds 880
• Increased rate of fire to 95RPM (from 90)

Timik-47
• Reduced maximum spread by ~4%
• Reduced horizontal recoil by ~7%

OTHER CHANGES

General
• First time players with computers that have less than 512MB Video Ram will now have their default resolution set to 800x600

User Interface

• Added sorting options to Merc and Weapon Stats pages
• The Quick Join menu now includes Server Name, Game Mode and Map Name in 'Friends Playing Now'
• Dirty Bomb now populates the Steam 'recently played with' user list
• Updated the Lobby when joining a match in progress to include the same countdowns as match start
• Added the Server Name to the Lobby
• Map Vote now selects a map randomly when votes are tied, rather than the first map in the list
• The 8:5 aspect ratio option has been renamed to 16:10
• Moved the VOIP audio slider and toggle to the Audio Menu
• Updated the Merc Selection visibility rules on the Scoreboard to show previously selected enemy Mercs in all game modes

Audio
• Updated weapon reload audio to correctly sync with the Drilled (faster reload) Augment
• Replaced some of the more nonchalant Commander VO lines during match review for extra seriousness
• Polish pass on burst rifles

Maps
• Further collision, bug fix and optimization passes on Dome, Overground & Market
NOTABLE BUG FIXES
• Fixed bug that created inconsistencies with the forgiveness window for rapidly firing semi-automatic weapons
• Fixed bug where bomb planting audio was missing for nearby players
• Fixed bug where the progress bar on Voting UI would be wrong if someone on your team was dead
• Fixed bug where clicking audio could rapidly loop at the end of the game
• Fixed bug where the wrong 'Next Map' would be shown when joining a match in progress
• Fixed bug with player collision and the Ammo Station
• Fixed bug where pressing 'F' could sometimes drop the Bomb in Execution
• Fixed bug where players running a different game version could join the same Party
• Fixed bug on Bridge where glass could appear unbroken when it should be broken
• Fixed bug where Molotov Grenades could hurt incapacitated friendly players
• Fixed bug where Ammo Stations sometimes didn't emit ammo-giving sounds
• Fixed bug where Health Pack audio didn't play on direct hits
• Fixed bug where Sound Effects volume would be set to zero when resetting to default
• Fixed bug where Sticky Bomb throw time was 66ms longer than intended
• Fixed bug where Kira's targeting laser appeared red to friendlies
• Fixed bug where players under level 7 could enter Competitive Matchmaking via a Party
• Fixed bug where Molotov Grenades would instantly destroy any nearby Healing Stations if they touched the healing radius rather than the station itself
• Fixed bug where the very center of a Molotov Grenade would not deal any damage
• Fixed bug where Ammo Caches could provide greater than maximum ammo
• Fixed bug where IR Goggles could Spot players through dynamic objects such as destructible doors
• Disabled numerous exploitable commands in the console
Post edited by MissMurder on
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Comments

  • DogDog Posts: 81
    >hear "lots of redeye stuff" incoming
    >get excited
    >more smoke grenade buffs

    my hopes and dreams are crushed
  • DrcipresDrcipres Posts: 848
    C_Drive wrote: »
    >hear "lots of redeye stuff" incoming
    >get excited
    >more smoke grenade buffs

    my hopes and dreams are crushed

    Me too, me too...
  • • Map Vote now selects a map randomly when votes are tied, rather than the first map in the list

    like this change, was bugging me since I started playing

    • Increased Grenade Launcher grenade explosive radius by ~7%

    dont like this, but I guess I have to get used to it now

    Anyway, nice update with couple really good changes
  • some good news! thanks!
  • decrease on hochfir spread when its already super accurate noiceeeee
  • when will granades be buffed ? sticky bombs and just random nades used as primary . should be 50 percent reduced.

    as for patch pretty good work.keep it up.
  • MatunoMatuno Posts: 606
    edited November 2015
    Oh god, I loved Redeye (don't believe the hype) before, this is an amazing buff.
    Also, Stark AR main, I am THRILLED.

    EDIT:
    • Fixed bug where double-tapping quick action keys could result in the action looping
    ^ This is pretty significant too. Thanks!
  • Hochfir buff <3
    Dreiss buff - maybe I'll start using it
    Burst rifles fix :D
    Love it

    • Disabled numerous exploitable commands in the console - what commands? I hope they haven't removed longjump keybinding.
  • RuneforceRuneforce Posts: 563
    edited November 2015
    Did anyone say 'BUFF'? Nerf that @$!# now! The people demands it! :D
  • Fr0sZFr0sZ Posts: 26
    edited November 2015
    • Disabled numerous exploitable commands in the console
    That is great and all, but I really think you guys should still allow "obj dump", "obj list" commands on offline servers. Doing any offline training or getting info for updating the weapon damage spreadsheet is just gonna be a pain to do now.
    what commands? I hope they haven't removed longjump keybinding.
    No your long jump binds are still gonna work.
  • EoxEox FrancePosts: 2,999Moderator
    Blishlok SMG
    • Reduced the amount of kick in the sighted firing animation

    Is that supposed to be a buff or some kind of fix ? If it's a buff, it feels disappointing.

    Besides that, all of the other changes seems pretty good. The Fletcher fix is really welcomed.
  • MatteMGMatteMG Posts: 133
    @MissMurder Any Idea when the Maintenance is finnished?
  • yusayuyusayu Posts: 248
    MissMurder wrote: »
    General Gameplay

    • Added forgiveness window to Burst-Fire rifles, allowing players to press fire up to 133ms early and still fire the next burst at the correct time
    • This will make the Burst-Fire rifles feel a lot more consistent, and make attaining maximum fire rate considerably easier

    Is this the only fix for the Burst Rifles? I thought there was a bug that actually caused them to have lower fire rate than they should...
  • yenkuyenku Posts: 170
    On paper, I actually like this fine tune.
    Gonna play asap.

    thx
  • ArjunArjun Posts: 101
    "Fixed bug where clicking audio could rapidly loop at the end of the game "

    - Thanks a lot , i always had to mute the audio at the end of the match because of this .

    Loved the other updates as well . Oh wait !!...

    "Replaced some of the more nonchalant Commander VO lines during match review for extra seriousness "

    - HAHAHA....
  • MissMurder wrote: »
    • Fixed bug where clicking audio could rapidly loop at the end of the game

    OMG YES

    IMO

  • EoxEox FrancePosts: 2,999Moderator
    random wrote: »
    MissMurder wrote: »
    General Gameplay

    • Added forgiveness window to Burst-Fire rifles, allowing players to press fire up to 133ms early and still fire the next burst at the correct time
    • This will make the Burst-Fire rifles feel a lot more consistent, and make attaining maximum fire rate considerably easier

    Is this the only fix for the Burst Rifles? I thought there was a bug that actually caused them to have lower fire rate than they should...

    This is probably the fix you were looking for :
    Fixed bug that created inconsistencies with the forgiveness window for rapidly firing semi-automatic weapons
  • ArjunArjun Posts: 101
    edited November 2015
    when will granades be buffed ?

    Good Old Days -_-


  • MissMurder wrote: »
    Disabled numerous exploitable commands in the console
    Specifics?
  • MuhQMuhQ Posts: 31
    ThunderPro wrote: »
    I just can't understand why. Why don't you guys just make Timik to another M4???

    Just keep its recoil and modify the damn damage or DPS in fxxk's sake!!!

    Devs have no idea what real problem does Timik has, compared to M4.


    p.s. ammo crates giving half more magazine size was bug?? that's weird.. guess there will be no more 35/123 for rifles huh.

    Yeah AK47 has more damage than m4a1 in every other game so why not here as well (maybe it has little bit more now but its not noticeable)
  • Thank you for the update! :) Looking forward to test it
  • looks like a good patch even if i dont like some of the balancing :p
  • Awesome, thanks for the Update :)
  • OK…Well I will try to write problem with dome map and problem why people complain about balance. Map is not for 6v6 its working ok on 8v8 problem is to big map. Casual players have problem get lost on map,even trying to jump on some boxes or crouch trough some holes. Second problem 8v8 or general affecting people screaming lately no balance. The issue lies with respawning, sometime in a crucial moment you and few more then 2-4 people in team get hit by 25 seconds respawn time. People have habit dying trying to finish off players with knife. Then some of them get hit with 25 seconds ( long wait respawn time ). What causes enemy team to steamroll trough map. That is so horrible to see on stopwatch mode or other specially on 8vs8. Now with reduced grenade range there is nothing to fear people just steamroll as group in public matches. Not all players bring Nader or some Fragger to the game. Resulting in a match that is lost and 1 or 2 person alone on a objective to defend against full enemy team is not working. Then about dome situation cause respawn 25 seconds 4 team mates get stuck in initial first wave after dying. Resulting in waiting while half or less team rushes enemy fortified position (full enemy team ) and dying in over and over again not being able to advance at all or doing the objective. Second encounter ( more then 4 stokers,4 naders scenario) resulting in endless non approaching paths stained with fire or nade spam. With one or 2 airstrike between, problem could be solved with restriction 1 of each merc per team. So problem is there with respawn time and people not bringing grenade mercs most of time. And there goes another over and over getting steamrolled game after another,when only 2-3 team members are alive against full team. Cause people have habit to rush and trying to knife downed players to finish off and get struck by 25 seconds respawn.
  • yeah because the Hochfir needs even more buffs...The thing is already a laser beam. Timik changes but the changes are all wrong imo, DPS should be buffed and the recoil increased to make it a high skill high reward gun. Will test the update out but there is little here for me to get excited about.
  • Isn't the the Timik-47 too strong as it is right now? It's a horrible weapon to go up against even for medium players.
  • Giant wrote: »
    Hochfir buff <3
    Dreiss buff - maybe I'll start using it
    Burst rifles fix :D
    Love it

    • Disabled numerous exploitable commands in the console - what commands? I hope they haven't removed longjump keybinding.

    Just bind crouch to a thumb button...
  • sounds good cant wait to play, but any idea when it will be back online??
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